Afton Bhorr    (Human Male Paladin)
Character Information   
Name: Afton Bhorr XP/Next lvl: 36458 / 45001
Class: Paladin HP:curr/max 34 / 44
Alignment: LG (with NG tendencies) AC:reg/rear/no shield 2 / 2 / 2
Race: Human Level: 5
Age: 22 Height: 6'1'
Weight: 195 Gender: Male
Encumbrance: Movement: 6'
Languages: Common (Furyondy accent) , Elven (Celene accent), Dwarvish (Ulek accent)
Ability Scores   
STR: 17 (+ 1 To Hit / +1 Damage / +500 coins / Door 1-3 / 13 Bars)
INT: 11 (+2 languages)
WIS: 13 (+1 First Lvl Spell (at Lvl 9))
DEX: 13 (nothing)
CON: 16 (+2 HP / 95 SSS / 96 Resurection)
CHR: 17 (10 Henchmen / +30 Loyalty / +30 Reaction)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 10 11 11 12

Notes: Paladin = +2 all saves (included in above), immune to disease, protection from evil (vs Evil: +2 AC, +2 save)

Description and Background   
Description:
Pale skin, short blond hair, grey eyes. Dressed in brown leather boots, Plate Mail armor, a green tabard, and a wooden holy symbol (Starburst of St Cuthbert) hung from his neck on a leather cord. Tattoo over heart: 'Act Justly, Love Mercy, Walk Humbly'

Background:
The love child of a Knight (LUC) and a Master Woodcarver (UMC), Afton grew up traveling the forest from Furyondy to Ulek with his grandfather in search of rare woods for his mother's guild. Both travelers who run into trouble and Clerics of Ehlonna were common encounters growing up and Afton secretly dreamed of becoming a priest of Ehlonna some day. Around his 16th birthday, Afton was wandering alone in the forest when he stumbled across a group of adventurers in desperate trouble. Watching from a distant hiding place, he saw St Cuthbert come to the aid of one of his priests - and Afton is sure that he saw St Cuthbert wink at him. After the battle, Afton assisted the Cleric of St. Cuthbert in bandaging the wounded and moving them to a safe campsite to recover. The chance encounter completely changed his outlook and he began to follow the adventurers as a retainer. As soon as he turned 18, Afton Bhorr sought out a Monestary of St Cuthbert to train to be a Paladin and protect travelers the way St Cuthbert had. Afton continues to wander the forests and hills and mountains from Furyondy to Ulek, looking for opportunities to honor his pledge ... 'Have you not been told what is good: To act justly, to love mercy and to walk humbly' Secondary Skill of Forester


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Bastard Sword 3/2 6 2d4/2d8 y n 16 +3 To Hit (+1 Str, +1 Spec, +1 Magic); +4 Damage (+1 Str, +2 Spec, +1 Magic)
Hand Axe 1 2 1d6/1d4 n n 16 To Hit (+1 Str); Damage (+1 Str)
Mace, Horseman's 1 6 1d6/1d4 n n 16 To Hit (+1 Str); Damage (+1 Str)
Equipment
Qty Item Location
1 Backpack back
1 Canteen (wood) side
6 Days of Rations (jerky and flour/salt/sugar/yeast) backpack
1 blanket backpack
1 small iron pot (quart) and wooden spoon backpack
1 whetstone, oil and rag (to sharpen and protect) backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
5 15 17 8 7
Magic Items
Qty Item Location
1 Plate Mail +1 (AC 2) worn
1 Bastard Sword +1 Back
2 Potion of Extra-Healing (3d8+3) or 3x(1d8) pouch under breastplate


Gems and Jewelry
Qty Item Location
1 Wood Holy Symbol neck
Memorized Spells



Spell Book



Notes
Paladin Abilities
Detect evil at up to 60' distance, as often as desired, but only when the paladin is concentrating on determining the presence of evil and seeking to detect it in the right general direction.

Make all saving throws at +2 on the dice.

Immunity to all forms of disease.

The ability to 'lay on hands', either on others, or on his or her own person, to cure wounds; this heals 2 hit points of damage per level of experience the paladin has attained, but laying on hands can be performed but once per day. (Heal 10 HP)

The ability to cure disease of any sort; this can be done once per week for each five levels of experience the paladin has attained (Cure 1 disease per week)

The continuing emanation of a protection from evil in a 1' radius around the paladin.
[The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls ”to hit” the protected creature, and any saving throws caused by such attacks are made at +2 on the protected creature‘s dice.]

Turn undead like a 3rd level cleric.
( 4) Skeleton
( 7) Zombie
(10) Ghoul
(13) Shadow
(16) Wight
(19) Ghast
(20) Wraith
(--) Mummy
(--) Spectre
(--) Vampire
(--) Ghost
(--) Lich

May call for Paladin warhorse: intelligent heavy warhorse, with 5 +5 hit dice (5d8 plus 5 hit points), AC 5, and the speed of a medium warhorse (18'); it will magically oppear, but only one such animal is available every ten years. (Not called yet.)

Cleric Spells starting at Level 9.